Find the Fun
Audiobook & Ebook

Find the Fun by Gabe Barrett | Free Audiobook

By Gabe Barrett

Narrated by Adam Naranjo

🎧 7 hours and 19 minutes 📘 Barrett Publishing 📅 April 2, 2025 🌐 English
🎧 Listen Free on Audible 📖 Read on Kindle

Free 30-day trial · Cancel anytime

About This Audiobook

This is the book I wish I had when I got started in game design. And while it’s loaded with tons of information on how to make games and get them published, the overall goal is transformation.

Over the last 6 years, I’ve brought 15 games to market, and I have dozens more on the way. I’ve run 18 successful crowdfunding campaigns and generated over $1 million in sales.

And after all the ups and downs that go along with that experience, I wanted to create a resource that would not only help you design great games but would also help you become a great game designer who brings amazing experiences to life for years to come.

In this book, you’ll learn:

What makes a game fun
How to design a game as a product
Prototyping tips and tricks to save you time
Playtesting best practices
How to approach publishers and get published
And a whole lot more!

🎧 Listen Free on Audible

Free 30-day trial · Cancel anytime

Quick Take

  • Narration: Adam Naranjo delivers Find the Fun with an easygoing energy that suits Gabe Barrett’s conversational writing style, keeping the seven-hour runtime from feeling like a lecture.
  • Themes: Game design as iterative process, the business of independent publishing, creative endurance
  • Mood: Practical and encouraging, with the candor of someone who has made expensive mistakes and learned from them
  • Verdict: The most genuinely useful guide to tabletop game design currently available in audio, written by someone whose track record gives the advice real weight.

I came across Find the Fun not through the game design world but through the crowdfunding community, where Gabe Barrett has become a known quantity. His YouTube channel has a following among tabletop game designers, and this book grew from that work, which means it carries the particular quality of content that has already been tested against a real audience. By the time someone writes a book, they have usually had the chance to find out which explanations land and which do not. Barrett has had six years and eighteen crowdfunding campaigns to refine these ideas. That refining process shows.

I listened to most of Find the Fun during a week of early morning walks, and I was struck by how consistently Barrett manages the balance between inspiration and instruction. Many creative craft books tilt too far in one direction: either they are so practically granular that they read like checklists, or they are so philosophically elevated that they provide no concrete guidance at all. Barrett navigates the middle with reasonable skill. He knows what makes a game fun, at least in the sense of what processes he has used to find that out for his own games, and he is honest about the limits of his own experience while still being confident about the lessons it has produced.

The Playtesting Chapter That Earns Its Space

The sections on playtesting are among the strongest in the book. Barrett is unusually specific about what good playtesting looks like, which is a gap in a lot of game design literature that tends to acknowledge playtesting’s importance without really explaining how to do it well. He covers what to observe, what to ask playtesters, and how to separate feedback you should act on from feedback that reflects one player’s taste rather than a design problem. This specificity comes from experience, and you can feel it. One reviewer described the book’s approach as nuanced and patient, which is accurate. Barrett does not pretend that iteration is fast or painless. He frames it as the work, not a step before the work begins.

The crowdfunding chapters are equally grounded. Barrett has run eighteen successful campaigns, generating over a million dollars in sales, and he describes the mechanics and psychology of running a campaign with a directness that is more useful than the aspirational crowdfunding advice that circulates elsewhere. He is clear about what does not work, which is often more valuable than a list of what does. The reviewer who noted that some sections feel repetitive is not wrong, particularly in the middle portions where Barrett circles back to iteration and patience more than once. This is a minor structural issue in an otherwise tightly organized book.

Adam Naranjo and the Conversational Register

Barrett writes with a voice that is personal and direct, and Naranjo serves that writing well. The narration is not showy, but it has warmth and appropriate pace, qualities that matter in a book where the author is explicitly positioning himself as someone who has made mistakes and wants to help others avoid them. A more polished or performative narration style would create distance from that positioning. Naranjo’s approach keeps the book feeling like conversation rather than lecture, which is what the content needs.

At seven hours and nineteen minutes, the runtime is substantial but not excessive for a guide that covers game design from concept through publication and crowdfunding. The listener who finishes this book will have a complete picture of the independent game design pipeline, from what makes a game fun in the first place through prototyping, playtesting, publisher submission, and crowdfunding execution.

Who Should Listen and Who Will Not Find Much New

Listeners who are entirely new to tabletop game design will get the most from this book. It provides the clearest, most complete audio orientation to the field that currently exists. Listeners who are already mid-way through their first or second design and have done some reading in the space will find that the foundational sections cover familiar ground, but the playtesting and crowdfunding chapters are specific enough that even experienced designers may find something useful there.

The book does not cover the economics of game design in detail, the cost of manufacturing, minimum print runs, or the realities of distribution. Those subjects require more depth than Find the Fun provides, and listeners who are close to production decisions will need additional resources. Within its scope, however, Barrett has written the guide he says he wished he had at the start, and that authenticity of purpose is one of the qualities that makes it worth seven hours of your time.

Frequently Asked Questions

Does Find the Fun address both digital games and tabletop games, or is it focused on one format?

The book focuses on tabletop games, specifically the design, prototyping, playtesting, and publishing pipeline for physical games. Barrett’s own experience is in tabletop game design and crowdfunding for physical products.

Is the crowdfunding advice current enough to be useful, given how quickly platform dynamics change?

Barrett draws on specific campaign experience rather than platform-specific tactics, which gives the advice more durability than content tied to particular algorithm changes. The psychological and structural lessons from his eighteen campaigns are more time-resistant than tips about specific crowdfunding mechanics.

Does Barrett address how to approach publishers if self-publishing through crowdfunding isn’t the goal?

Yes. The synopsis explicitly mentions how to approach publishers and get published as a covered topic. Barrett addresses both the crowdfunding and traditional publisher routes, which makes the book useful for designers whose goals differ.

One reviewer mentioned the book is sometimes repetitive. How significant is that issue across seven hours?

The repetition is real but limited, concentrated around the themes of iteration and patience that Barrett returns to several times. It is a minor structural issue rather than a pervasive problem. Reviewers who note it still rate the book highly overall.

Ready to listen?

🎧 Listen to Find the Fun for free

Free 30-day trial · Cancel anytime

What Listeners Are Saying

★★★★★

Exactly what it should be.

Delivers exactly what I expected. Gabe gives such a nuanced perspective on game design. Im currently making my first game ever and had been watching his youtube vids.You can tell he has grown as a designer and a person over his last decade plus making games. His approach of patience…

– Jaidev Green
★★★★☆

Good Advice

In depth and covers a lot of basics. At times seems repetitive. Overall, very satisfied.

– The Dad Guy
★★★★★

Gems of knowledge throughout

This is exactly what I was looking for. It has given me several new specific paths to follow and things to consider in my future projects.

– Roy Noyes
★★★★★

Wow

Wow, wow, wow! An amazing book. It is so great. Planning to finish my game by January, thanks to this book. 10/10

– Kindle Customer
Alexandra Reed

Written by Alexandra Reed

Founder & Literary Critic